Learning with Virtual Reality: Its Effects on Students with Different Learning Styles

Author(s):  
Elinda Ai-Lim Lee ◽  
Kok Wai Wong ◽  
Chun Che Fung
2021 ◽  
Vol 17 (2) ◽  
pp. 18-30
Author(s):  
Aiman Al- Allaq ◽  
Nebojsa Jaksic ◽  
Hussein Ali Al-Amili ◽  
Dhuha Mohammed Mahmood

Virtual reality, VR, offers many benefits to technical education, including the delivery of information through multiple active channels, the addressing of different learning styles, and experiential-based learning. This paper presents work performed by the authors to apply VR to engineering education, in three broad project areas: virtual robotic learning, virtual mechatronics laboratory, and a virtual manufacturing platform. The first area provides guided exploration of domains otherwise inaccessible, such as the robotic cell components, robotic kinematics and work envelope.  The second promotes mechatronics learning and guidance for new mechatronics engineers when dealing with robots in a safe and interactive manner. And the third provides valuable guidance for industry and robotic based manufacturing, allowing a better view and simulating conditions otherwise inaccessible.


2022 ◽  
Vol 27 ◽  
pp. 48-69
Author(s):  
Sahar Y. Ghanem

As the industry transitions towards incorporating BIM in construction projects, adequately qualified students and specialists are essential to this transition. It became apparent that construction management programs required integrating Building Information Modeling (BIM) into the curriculum. By bringing Virtual Reality (VR) technology to BIM, VR-BIM would transform the architectural, engineering, and construction (AEC) industry, and three-dimensional (3D) immersive learning can be a valuable platform to enhance students' ability to recognize a variety of building principles. The study carries out a methodology for implementing the VR-BIM in the construction management undergraduate program. Based on the previous literature review, in-depth analysis of the program, and accreditation requirements, VR-BIM will be implemented throughout the curriculum by combining stand-alone class and integration in the existing courses method. The challenges that may face the program planning to implement VR-BIM are discussed, and few solutions are proposed. The lab classroom layout appropriate for the applications is designed to be adjusted for several layouts to accommodate all learning styles and objectives. A comparison between different Head-Mounted Display (HMD) headsets is carried out to choose the appropriate equipment for the lab.


2018 ◽  
pp. 970-995
Author(s):  
Nicoletta Melida Sala

Virtual reality (VR) is a technology which combines hardware and software solutions. It permits to create three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR technologies find positive application fields in educational environments. VR, combined with multimedia technologies and in support of different learning styles, offers potential help in teaching and in learning paths. This chapter shows a set of examples in the applications of VR at different age levels schools, and in different countries (USA, Italy, Morocco, Romania, and Switzerland). VR, and their applications, are also described here.


Author(s):  
Nicoletta Sala ◽  
Massimo Sala

This chapter introduces the technology of virtual reality as an educational tool. It argues that virtual reality, combined with multimedia technologies and in support of different learning styles, offers potential help in teaching environments. The authors describe different examples of applications of virtual reality in different kinds of schools (primary schools, high schools, and universities) and in different countries (USA, Italy, Morocco, Romania, and Switzerland). They hope that by understanding the characteristics of this technology and its use in the education field, teachers will be able to use virtual reality in future teaching endeavors.


2019 ◽  
Vol 16 (1) ◽  
Author(s):  
Sule Bıyık Bayram ◽  
Nurcan Çalışkan

Advances in technology have led to novel teaching methods enabling students to learn in a reality-like environment with all their senses. The new generation of students who have individualistic learning styles one different from the other and tend to use technology with ease has made it necessary to use diverse teaching methods in this respect. Virtual reality activities based on gaming, a new method in psychomotor skills acquisition, is a simulation technique where a computerized skill with an integrated game enables one to experience being in a real-life environment sending signals to one’s sensory organs. The subject about the care given through tracheostomy, which is given within the course of the Fundamentals of Nursing that includes basic skills, is an application with strict requirements in terms of aseptic conditions, and for which students hardly find a possibility to practice. For this reason, software was developed for the application of a virtual reality game in accordance with the procedural steps of tracheostomy care and installed in students’ mobile phones. With this article we aim to share the experience we gained in the preparation process of the game-based virtual reality application and its contribution to the teaching of psychomotor skills.Extended English summary is in the end of Full Text PDF (TURKISH) file. ÖzetTeknolojideki ilerlemeler öğrencilere gerçek ortamdaymış hissi veren ve tüm duyularına hitap eden yeni öğretim yöntemlerinin ortaya çıkmasını sağlamıştır. Özellikle yeni kuşak öğrencilerin teknolojiyi kullanmaya yatkınlığı ve her bireyin birbirinden farklı öğrenme stillerine sahip olması, bu konuda çeşitli öğretim metotlarının kullanılması gerekliliğini açığa çıkarmıştır. Psikomotor beceri öğretiminde yeni bir öğretim tekniği olan oyun tabanlı sanal gerçeklik uygulaması, herhangi bir yerde olmayı hissettiren ve bunun için duyu organlarımıza çeşitli bilgiler sağlayan gerçek ortamlara benzer bir becerinin bilgisayara aktarılıp oyunlaştırıldığı bir simülasyon yöntemidir. Temel beceri uygulamalarının verildiği Hemşirelik Esasları dersi içeriğinde yer alan trakeostomi bakımı konusu öğrencilerin uygulama imkanı bulmakta zorlandıkları, asepsi koşullara uygunluğunun önemli olduğu bir uygulamadır. Bu nedenle trakeostomi bakımı işlem basamaklarına uygun olarak oyun tabanlı sanal gerçeklik uygulamasının yazılımı yapılmış ve öğrencilerin cep telefonlarına yüklenmiştir. Bu makalenin amacı oyun tabanlı sanal gerçeklik uygulamasının hazırlanma sürecindeki deneyimlerimizi ve psikomotor beceri öğretimine katkısını paylaşmaktır.


Author(s):  
Rui Wang ◽  
Sidney Newton ◽  
Russell Lowe

There is a long-held sense in general that the increasing use of computers and digital technology changes how a user experiences and learns about the world, not always for the better. This paper reports on a longitudinal study of 245 architecture and construction students over a two year period which examines the impact that virtual reality technologies have on the learning style preferences of students. A series of controlled experiments tests for the impact that increasing exposure to a proprietary virtual reality system has on the mode of learning and learning style preferences of individuals and particular cohorts. The results confirm that when virtual reality applications are used in teaching and learning, the learning behaviours will favour a more concrete experiential mode of learning and a preference for the Accommodator learning style. However, the results also demonstrate, consistently and for the first time, individual students do not privilege any particular mode of learning or learning style preference to any significant extent but rather engage in all modes and represent all learning styles. Novel visualisation techniques are introduced to examine and discuss this contrast.


Author(s):  
Nicoletta Sala

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.


Author(s):  
Nicoletta Melida Sala

Virtual reality (VR) is a technology which combines hardware and software solutions. It permits to create three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR technologies find positive application fields in educational environments. VR, combined with multimedia technologies and in support of different learning styles, offers potential help in teaching and in learning paths. This chapter shows a set of examples in the applications of VR at different age levels schools, and in different countries (USA, Italy, Morocco, Romania, and Switzerland). VR, and their applications, are also described here.


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